
Gaussian Splat
Interaction
AI Tools
VAT
splatgarden
splatgarden
A living, collaborative portfolio showcase
where the medium is the work





SplatGarden turns a portfolio into a place you can stand inside.
SplatGarden turns a portfolio into a place you can stand inside.
SplatGarden places student work inside a cohesive, living 3D garden built from procedural plant growth, effects simulation, AI stylization, and vertex animation textures (VAT). The garden works two ways at once: anyone can walk through it and feel it react to them, while others can dig into the making of each piece.
SplatGarden earns its name for the use of Gaussian splatting, a rendering technique that transforms photos into a realistic 3D scene accessible from any perspective in real time. Normally locked in a pipeline, Gaussian splatting here opens a world that anyone can walk through.
No installation, no reel
Explore a real-time Gaussian Splat environment with a single URL.
Work in context
Discover each artist's work where it was meant, and built, to live.
Interactive by design
Explore a real-time Gaussian Splat environment with a single URL.
Opens in a browser
A real-time Gaussian Splat environment loads from a single URL.
Work in context
Each artist's work sits where it was meant, and built, to live.
Interactive by design
Move freely through the scene as it responds to every gesture and click.
Inside the Garden
Inside the Garden
Every interaction carries weight, from navigating the scene to triggering live effects. Users art direct the environment across multiple display modes, or click any asset to surface its full technical story.
Navigate freely with a mouse or hand gesture
Touch anywhere in the scene to trigger live effects
Art direct the scene across multiple display modes: Gaussian splat, USD Voxel, point clouds, and painterly styles
Technical breakdown: camera specs and asset credits
Assest Creation
Assest Creation
The scene was populated using a combination of Procedural Content Generation (PCG) and Unreal Engine's Foliage Painting Tool, each serving a distinct purpose. PCG handled large-scale distribution across the environment, while the Foliage Painting Tool allowed for hand-crafted placement in areas requiring finer detail and artistic control.
Foliage Painting Tool
• Interactive brush painting and direct per-instance placement
• CPU-based processing, best for targeted, hand-crafted areas
• Ideal for hero spots and fine detail work
Foliage Painting Tool
• Interactive brush painting and
direct per-instance placement
• CPU-based processing, best
for targeted, hand-crafted areas
• Ideal for hero spots and fine detail work
Procedural Content Generation
• Node-based graph system, non-destructive and rule-driven
• GPU-accelerated, built for large-scale environments
• Ideal for open worlds and repeatable biomes
• Node-based graph system,
non-destructive and rule-driven
• GPU-accelerated, built for
large-scale environments
• Ideal for open worlds and repeatable biomes
Foliage Painting Tool
• Interactive brush painting and direct per-instance placement
• CPU-based processing, best for targeted, hand-crafted areas
• Ideal for hero spots and fine detail work
Procedural Content Generation
• Node-based graph system, non-destructive and rule-driven
• GPU-accelerated, built for large-scale environments
• Ideal for open worlds and repeatable biomes